2 on 2 -- No Armor + Skill Swap Strategy

NASS - No Armor Skill Swap
Well, this strategy works only in Two vs. Two battles, and of course requires the namesake Machamp and Skill Swapper to work. I first thought of this scenario back in an old discussion topic, which I believe was a Machamp one.

Why is it that No Armor should be Skill Swapped? For one reason only. OHKO attacks such as Fissure, Horn Drill, and Sheer Cold will NOT miss. Obviously, Sheer Cold is the best option, since Fissure does not affect Flyers, and Horn Drill does not affect Ghosts. Sheer Cold cannot be walled without the Sturdy ability.

On a 6 Pokemon team, 3 spots are obviously taken to: Machamp, a Skill Swap user, and a Sheer Cold user. Let's cover these, shall we?

Machamp will only be in play for 1 turn, which is the turn where he will be skill swapped, so you can just use a standard Machamp Set, but keep in mind you can't use the standard GutsChamp or No Armor Champ because it won't have either ability after the Skill Swap. It's also not even worth putting DynamicPunch in the moveset for the one turn he is out, because the Skill Swapper will Skill Swap before he can use the DynamicPunch. I do however suggest using a Light Screen for the 1 turn Machamp is in. It's at least some support that the team may be able to make use of.

As for the Skill Swapper, there are tons of choices, but the key is in finding a decently speedy Skill Swapper that can survive for a couple turns of beating. Gengar, Starmie, Espeon, Blissey, Claydol, Cresselia, and Bronzong appeal to me.

I personally like Starmie, Claydol, and Cresselia as they're both useful besides just being a Skill Swapper. Claydol and Starmie can dual as Rapid Spinners to get rid of Stealth Rocks and Cresselia is known as the Great Wall of Japan. Gengar, although fast, is much better used as a Explosion blocker and statuser. If you don't mind using him despite the one of his attack choices already being taken, go right ahead, because he's still good. Keep in mind that using a Choice Scarf on the slower, beefier Skill Swappers is a great idea, because they'll only be using one attack at a time. If you're using this in Uber play, I'd suggest Lugia, he has fantastic defenses to take a few hits. Obviously, choose the Skill Swapper that appeases to the tier of play you'll be battling in.

Obviously, after getting No Armor on your Sheer Cold user, they'll be OHKOing just about any Pokemon that switches in. Choice Scarf is almost mandatory on your Sheer Cold user, as they'll only be using Sheer Cold during their time in battle, and they cannot benefit damage-wise from Choice Band or Choice Specs. Leftovers is the only other viable option, but striking first with Sheer Cold is of utmost importance. Especially with the immensely fast Electrode at 140 Speed who can stop your reign of terror before it even begins by just Kamikazeing. As for EV training, they will NOT need any Attack or Sp. Attack EVs. 252 Speed EVs are recommended to strike first against ANY opponent. The other I'd recommend be placed in defenses to help survivability. Keep in mind that you should always attack Pokemon who can Explode first. There'll be a problem if however your opponent switches in two Exploders with the slowest holding Focus Strip to be able to force in two Explosions.

The choice in Sheer Cold users is severely limited. Dewgong, Lapras, Articuno, Glalie, Walrein, Kyogre, and Abomasnow are your ONLY options for Sheer Cold. Kyogre will be your best choice, and he is very good. He's stocky in his defenses and has decent speed at 100 Base Speed which is unfortunately the fastest Sheer Cold user in the game. This is why I said it was almost mandatory for your Sheer Cold user to wear a Choice Scarf.

Support Options
Examples used:

Smeargle will be a priority supporter in this tactic. He provides MUCH needed Imprison support. If you're using Abomasnow, you'll want to imprison Flare Drive and Flamethrower. (You'll still be susceptible to Fire Blast CSMences though.) If you're using Articuno, you'll want to imprison Stone Edge and Rock Slide. If you're using Kyogre, you'll want to imprison TBolt/Thunder and Energy Ball/Grass Knot. One thing you must ALWAYS keep in mind is Me First. Me First attacks the opponent with the same attack they're using. No Armor makes all hits made and received by your Sheer Cold user have perfect accuracy. If your opponent uses Me First on your Sheer Cold user, then you're dead unless you have Follow Me support going on when your opponent uses Me First. Imprisoning Me First is vital if your enemy knows your strategy and knows how to counter it. If your usual opponents don't use Me First, then stick in Explosion instead. Imprisoning Explosion is always a good thing for you on 2 on 2 battles.

You'll also need a Sturdy Pokemon killer. Sturdy users are totally immune to your Sheer Cold, and if you're using Articuno, a sheer 90% of Pokemon who have the Sturdy ability have STAB on Stone Edge and Rock Slide. This is the reason why you need Imprison support as stated above. You'll need a Grass Type move and Fighting or Ground type attack to deal with Sturdy Pokemon. Grass attacks murder the Rock and Ground Sturdy Pokemon. Fighting and Ground attacks murder the Rock/Steel Sturdy Pokemon (Aggron + Bastiodon, etc.) On a general note, most Sturdy Pokemon tend to be heavy and have high Defense, but low Sp. Defense. For this reason, I suggest a Mixed Infernape with Grass Knot, Stone Edge, and Close Combat. You could also use a Sceptile with Energy Ball/Grass Knot and Focus Blast too if you feel that having 2 Fighting Types on your team means you have too much of a Psychic weakness. However, Sceptile and Infernape are both weak to Flying types, so for this reason Infernape is prefferable over Sceptile because it can use Stone Edge much better.

For your last support option, I STRONGLY suggest Togekiss. Togekiss can use both Follow Me support and can Baton Pass Wish for support. This is vital, because Togekiss will get a massive beating using Follow me without using Wish the prior turn, and so will your Sheer Cold user on a regular basis. Also, I'm not sure of this, and I'd like a confirmation: If Softboiled can be used on your partner, that would be a HUGE plus on using Togekiss. Air Slash on Serene Grace Togekiss can be used in place of Follow Me, if you prefer. 60% Flinch has a good chance of basically negating the enemy's other Pokemon's attack. Your Sheer Cold user will kill 1 Pokemon a turn, and if you can Flinch the other, you received no damage that turn. Nothing much else to say here, but Softboiled + Wish + Follow Me/Air Slash + Baton Pass is a good support for your Sheer Cold user.​

Strategy Problems
After the opponent realizes your use of Sheer Cold, your Sheer Cold user will be the target of almost every attack. Togekiss can't support Kyogre forever, so unless the battle doesn't end quickly, you're in a heap of trouble. The set up time requires BOTH of your Pokemon to set up for 3 turns to actually get started. It is utterly important that if your opponent attempts to start DDing or SDing during your set up time that you MUST kill them. After one DD, your Sheer Cold user will be outspeeded in most cases. If any of your set up Pokemon die right off the bat, then this strategy is screwed as well. The team needs PERFECT synchronization and almost sheerly perfect prediction skills to effectively operate.

If you have any suggestions, corrections, inconsistencies, complaints, etc then tell me so I can update this post. Thanks for reading my first strategy posting!
 
Keep in mind that Mr. Mime will pass on Filter (A great ability halving the damage of SE attacks, so essentially Machamp will have no weaknesses) to Machamp, making him a good choice to bring back in later.


I was under the impression that switching out caused you to go back to having your normal stats and abilities.
 
No Armor doesn't change the accuracy of OHKO moves.
Apparantly the research thread is still spouting this nonsense; editing it now. It DOES make OHKOs 100% accurate.
 
I was under the impression that switching out caused you to go back to having your normal stats and abilities.
I also thought of this, but I just placed that in just in case because I believed abilites would stay the same if they Skill Swapped. Whether or not they stay the same after switching out isn't known by me, but if I can get a confirmation, I'll edit that section. Thanks for reminding me of this though.

EDIT - Just noticed another inconsistency. Kyogre can't have rain out when it has the No Armor ability. I'll edit that small section out.
 
I... can't believe how thoroughly you've thought this through. I can't offer any criticism other than the weaknesses you already mentioned yourself earlier. Nice job.
 
1) Kyogre has 90 base speed, not 100.

2) Using Smeargle to Imprison is like giving your opponent a free KO. Smeargle dies way too easily. Sure, he can Imprison stuff, but what good is that if he dies after 1 turn...

3) I don't think this will work. You need a turn to Swap and a turn to switch to the Sheer Cold user while the opponent freely attacks.
 
Hmm. I've been thinking about this and I think here is a team that fits this easily. Since this isn't an RMT I'll lay off the evs.

Smeargle @ Choice Scarf
Dark Hall/Spore
Explosion
Baton Pass
Heal Wish

CS Dark Hall Smeargle can easily open up the game with a twin disable(If Sleep Clause is off). If it is on, Spore goes over Dark Hall. This guy creates an easy turn to set up. Or if this is ubers, Darkrai works more.

Crescelia @ Leftovers
Safeguard
Skill Swap
Psychic
Moonlight

A turn one when Smeargle uses Dark Hall, Safeguard. It'll make for a status free set up. This is the Skill Swapper, its the bulkiest next to Lugia, which would go over it if this was Ubers.

Machamp @ Leftovers
Brick Break
Stone Edge
Earthquake
Fissure

Switches in for No Guard after the first turn. Its basically a free switch in if both enemy pokes are asleep after Dark Hall. Switches out the next turn. It could also stay in and kill things with Fissure.

Articuno @ Choice Scarf
Sheer Cold
Heal Bell
Ice Beam
HP Flying

The third turn, Machamp switches out and this switches in. This is the trickiest switch imo, if the opponent switched out on turn 2, there will be two new pokemon on the field. SR also destroys this.

Magnezone @ Leftovers
Magnet Pull
Thunderbolt
HP Fire
Electrolevitate
Thunder Wave

Most Sturdy Pokes are Steels, and this guy can easily kill them.

Clefable @ Leftovers
Follow Me
Wish
Sunny Day
Flamethrower

Follow Me Support, and its sort of a filler that can kill Sturdy pokes.

It'll take some refining, but I think it might be a viable 2 vs 2 strategy.
 
There was a conversation about this in the Machamp discussion too, if I remember correctly. It's a good strategy, but I wouldn't put all my eggs in this basket, so to speak. Contingency plans are going to be vital to making this work. I'll go over again some of the things I mentioned in that thread.

For one thing, taking a round to switch out Machamp is probably not worth it. If your Bronzong is built defensively enough (Bronzong being the Skill Swapper I'd use for this), your opponent is going to KO the Machamp first anyway. If you switch, you've got one attack on round one while Swapping and on the next round, the opponent can hammer your partner coming in while you cannot attack. If you don't switch, your opponent is put in the position of etiher KOing the Bronzong while your Machamp hammers on them (a long process) or KOing the Machamp, giving you a switch-in. Additionally, if they're anticipating a switch to an Ice-type, they'll probably hit Machamp with a Rock attack or something else that can't hurt it much.

Speaking of Machamp hammering on the opponent, I'd give it DynamicPunch. Even if it only works once, a confused opponent is a great asset while you're messing around with Skill Swap.

There's a lot of talk of Follow Me support, and that's a great idea. But, remember to watch out for Follow Me from your opponent, too. If they use Follow Me, it's going to draw your Skill Swap to them as well. Similarly, once you Skill Swap No Guard off Machamp, they're going to Taunt that Skill Swapper if they can. Have a backup plan. While Bronzong has No Guard, it has access to a 100% accurate Hypnosis.

Finally, I'm going to suggest Dewgong as the Sheer Cold user. For one thing, it has pretty good defenses and no double weaknesses. For another, it has Fake Out. This is an invaluable distraction whie you're swapping No Guard onto Dewgong.
 
Wow, I didn't realize this had to be made so complicated, especially since I was under the impression OHKO moves were omgBanned everywhere.

At any rate, when I read the move description a while back, I got excited and started preparing to test no armor with a OHKO move in a 2v2. Sadly, I found that doesn't work of course. ;_; And then Surgo mentioned the skill swap thing, but it sounded like too much trouble to me, and of course, most people would probably scream bloody murder if you OHKO'd them.
 
1) Kyogre has 90 base speed, not 100.

2) Using Smeargle to Imprison is like giving your opponent a free KO. Smeargle dies way too easily. Sure, he can Imprison stuff, but what good is that if he dies after 1 turn...

3) I don't think this will work. You need a turn to Swap and a turn to switch to the Sheer Cold user while the opponent freely attacks.

The point is that using Smeargle to Imprison will make killing your Sheer Cold user a whole lot harder, because it'll remove the most popular Super-Effective attacks on it. This makes its lifespan last a whole lot longer. Sure, Smeargle will be dead that turn, but it'll be worth it when your Sheer Cold user isn't dead for the next 3 turns. If you really don't think you need to worry about Stealth Rocks and then switching in Articuno to be at 50% health, that's great. You'll just be dead the next turn from the extremely common Stone Edge which is basically a OHKO to Articuno even at full HP. Sheer Cold users need to get rid of their weaknesses if they hope to live long.

No Armor: All attacks while Machamp is in battle have 100% accuracy.

Not necessarily. Machop + Machoke + Machamp have No Armor. Using the name Machamp in the in-game description totally ignores the fact that you may have a Machop that says that Machamp's attacks have 100% accuracy. Machop =/= Machamp... However, Machop -> Machoke -> Machamp is true.

Hmm. I've been thinking about this and I think here is a team that fits this easily. Since this isn't an RMT I'll lay off the evs.

Smeargle @ Choice Scarf
Dark Hall/Spore
Explosion
Baton Pass
Heal Wish

Dark Hall start up seems like a very good idea.

CS Dark Hall Smeargle can easily open up the game with a twin disable(If Sleep Clause is off). If it is on, Spore goes over Dark Hall. This guy creates an easy turn to set up. Or if this is ubers, Darkrai works more.

Crescelia @ Leftovers
Safeguard
Skill Swap
Psychic
Moonlight

I'd think of a Reflect/Light Screen over Safeguard. I heavily suggest Reflect because you're using Articuno. It'll get murdered by Stealth Rocks and Stone Edge.

A turn one when Smeargle uses Dark Hall, Safeguard. It'll make for a status free set up. This is the Skill Swapper, its the bulkiest next to Lugia, which would go over it if this was Ubers.

Machamp @ Leftovers
Brick Break
Stone Edge
Earthquake
Fissure

WTF? Machamp has never known Fissure. Cross Chop/Close Combat over Brick Break.

Switches in for No Guard after the first turn. Its basically a free switch in if both enemy pokes are asleep after Dark Hall. Switches out the next turn. It could also stay in and kill things with Fissure.

Articuno @ Choice Scarf
Sheer Cold
Heal Bell
Ice Beam
HP Flying

Typical. Works well.

The third turn, Machamp switches out and this switches in. This is the trickiest switch imo, if the opponent switched out on turn 2, there will be two new pokemon on the field. SR also destroys this.

Magnezone @ Leftovers
Magnet Pull
Thunderbolt
HP Fire
Electrolevitate
Thunder Wave

Well, so can Infernape. What if Sturdy Donphan switches in? It's TBolt immune and Fire resistant. What will you do then? Mixed Infernape can at least Flare Drive + Close Combat against Steels and Grass Knot Rock and Ground types.

Most Sturdy Pokes are Steels, and this guy can easily kill them.

Clefable @ Leftovers
Follow Me
Wish
Sunny Day
Flamethrower

Togetic provides much more solid Follow Me support and can offer recovery to the team.

Follow Me Support, and its sort of a filler that can kill Sturdy pokes.

It'll take some refining, but I think it might be a viable 2 vs 2 strategy.

There was a conversation about this in the Machamp discussion too, if I remember correctly. It's a good strategy, but I wouldn't put all my eggs in this basket, so to speak. Contingency plans are going to be vital to making this work. I'll go over again some of the things I mentioned in that thread.

Yeah, I said it was a Hax Situation or something along those lines. I also saw someone post that Claydol would be a good Skill Swapper if it was full Speed EVed and Choice Scarfed.

For one thing, taking a round to switch out Machamp is probably not worth it. If your Bronzong is built defensively enough (Bronzong being the Skill Swapper I'd use for this), your opponent is going to KO the Machamp first anyway. If you switch, you've got one attack on round one while Swapping and on the next round, the opponent can hammer your partner coming in while you cannot attack. If you don't switch, your opponent is put in the position of etiher KOing the Bronzong while your Machamp hammers on them (a long process) or KOing the Machamp, giving you a switch-in. Additionally, if they're anticipating a switch to an Ice-type, they'll probably hit Machamp with a Rock attack or something else that can't hurt it much.

Yeah, I agree. Switching Machamp out probably wouldn't be a good idea. Switching him would lead to faster Sheer Cold set up, but I can see how keeping him in until death would probably be a better descision. Revenge switching in Dewgong the turn after death and using Fake-Out that turn while Bronzong sets up another Skill Swap is good. The only big problem I see is that Dewgong just isn't fast... Hell, if its speed base was bumped up to 100 from 70, it'd be great. Jolteon just murders Dewgong too quickly... It really needs 6 Hp, 252 Sp. Def, and 252 Speed on EVs.

Speaking of Machamp hammering on the opponent, I'd give it DynamicPunch. Even if it only works once, a confused opponent is a great asset while you're mucking around with Skill Swap.

True, one Dynamic Punch on the first attack is probably a good idea. Confusing one and then hammering down on the other with Close Combat/Cross Chop + Stone Edge is great.

There's a lot of talk of Follow Me support, and that's a great idea. Remember to watch out for Follow Me from your opponent, too. If they use Follow Me, it's going to draw your Skill Swap to them as well. Similarly, once you Skill Swap No Guard off Machamp, they're going to Taunt that Skill Swapper if they can. Have a backup plan. While Bronzong has No Guard, it has access to a 100% accurate Hypnosis.

Yeah, I totally forgot about Taunt. Taunt ruins this entirely as well. >__>; Too bad Bronzong can't use 100% accurate Hypnosis while Taunt is out.

Finally, I'm going to suggest Dewgong as the Sheer Cold user. For one thing, it has pretty good defenses and no double weaknesses. For another, it has Fake Out. This is an invaluable distraction whie you're swapping No Guard onto Dewgong.

Very true. I agree. Hopefully, next gen, Dewgong can get a third evo with better Speed. Again, Jolteon just takes an Electric Crap on this and its dead unless Dewgong doesn't have full Sp. Def and Speed.
 
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